Light’s Breach

Wing 2

Wing 3

Seat of the Pantheon

AggramarArgus the UnmakerAntoran High Command, the third boss in the Antorus the Burning Throne raid, is found in the Light's Breach wing.

Long ago, in the golden age of eredar civilization, a council was formed to oversee the defense of Argus and maintain peace. But after their dark bargain was struck with Sargeras, these master tacticians used their military expertise to help orchestrate a Burning Crusade that ravaged countless worlds.

Now the full might of the Legion’s army is theirs to command, and they wield this terrible power to annihilate all who oppose the Dark Titan’s will.

Antoran High Command is an encounter consisting of three bosses with a shared health pool. The raid will only directly engage a single boss at any given time, as the other two bosses will be attacking the raid indirectly whilst sitting safely in their command pods. Players will need to hijack the active bosses command pod and use its abilities to counter the devastating mechanics the High Command send their way. Learn more in the Antoran High Command Strategy Guide.

Related

Tooltips and dungeon journal reflect ability values for one encounter version. Please refer to "Effect" section on spell pages to see values for all raid sizes and difficulties.

Overview
– The Antoran High Command's three commanders attack their enemies both face-to-face and from inside their command pods. Only one commander is out of their pod at any given time, and commanders still in their pods attack their enemies using the might of the Legion military.While a commander is attacking directly, their command pod is empty and can be commandeered. After a period attacking their enemies face to face, commanders will [Assume Command] and return to their pod.

!16On Mythic difficulty, Screaming Shrikes will appear periodically and channel [Extract Interloper] in an to attempt to remove your allies from command pods they have commandeered.Additionally, the effects of [Psychic Scarring] last for the duration of combat.

Damage Dealers
– Group up under a [Felshield] to mitigate the effects of [Fusillade].Interrupt Fanatical Pyromancers when they cast [Pyroblast].Make maximum use of Legion command pods when one is vacated by the enemy.

Healers
– Group up under a [Felshield] to mitigate the effects of [Fusillade].Focus additional healing on allies who enter a Command Pod as they suffer the effects of [Psychic Assault].Quickly heal allies targeted by [Chaos Pulse], and dispel the effects it leaves behind.

Each commander has powerful abilities they can only access while they inhabit their command pod.

Chaos Pulse
– Fires a pulse of Fel energy at an enemy, inflicting 21 Fire damage per shot in bursts of 3 missiles. Each missile also causes the affected enemy to take 1% extra damage from all sources for 6 sec, up to a maximum of 15%.

Entropic Mine
– Creates 4 Entropic Mines in the vicinity of a target enemy. After 3 seconds the mines become armed, triggering Entropic Blast on any enemies that come within 6 yards.

Entropic Blast
– A violent explosion is triggered by coming into proximity with an Entropic Mine, inflicting 252 Fire damage to all targets within 6 yards. Also inflicts 15 Fire damage to all enemies every 1 sec for 4 sec.

While a commander is out of their pod and attacking directly, players can commandeer the pod and use its powerful abilities. This causes the player to suffer a [Psychic Assault], which will eventually overwhelm and kill the player for meddling with powers beyond their station.

Psychic Assault
– The Legion commanders still in their command pods assault the player's mind directly, inflicting 15 Shadow damage every 2 sec. Each tick will do more than the last, until the player's mind is overcome.

Psychic Scarring
– The mental strain of commandeering the Legion's power rendering the occupant unable to enter a Legion command pod.

Psychic Scarring
– The mental strain of commandeering the Legion's power rendering the occupant unable to enter a Legion command pod.

Chaos Pulse
– Fires a pulse of Fel energy at an enemy, inflicting 21 Fire damage per shot in bursts of 3 missiles. Each missile also causes the affected enemy to take 1% extra damage from all sources for 6 sec, up to a maximum of 15%.

Withering Fire
– Powerful guns shoot into the arena from above, inflicting 336 Fire damage and increasing damage taken from all sources by 25% for 10 sec.Withering Fire is only effective against summoned demons.